Roguish Archetype
Phantom
Phantoms are a sect of rogues devout to obtaining or
exploiting the knowledge and power known only to the
spirits of the ether. Often phantoms are born when a loved
ones life is taken. In an attempt to stay in contact with their
love the soon-to-be phantom delves deep into the arts of
mediums and necromancers. They develop abilities which
allow them to speak to, walk amongst, strike out against, or
even imitate the spirits of the dead.
Phantom Feature
Ethereal Animosity, Severance
Level
3 Spectral Jaunt
9 Defile
13
17 Possession
Ethereal Animosity Spectral Jaunt
When you choose this archetype at 3rd level, you gain At 9th level, you can loosen the knot that binds you to your
ethereal sight, allowing you to attack and see 60 feet into the material body, allowing you to tread amongst the dead for
Ethereal plane when you are on an Inner plane. brief, yet boundless moments. When you use your bonus
action to do so on your turn, you become ethereal as per the
Severance etherealness spell. This effect lasts until you take an action,
or until the end of your following turn. You must spend one
Also at 3rd level, you are capable of severing a creature's ties full round on an Inner plane before you can use this feature
to the Inner planes for short periods of time. You can use to become ethereal again.
your action to force a creature within reach to make a
Constitution saving throw (DC = 8 + your proficiency bonus + Defile
your Dexterity modifier). Failure results in the creature being
shunted into the Ethereal plane taking necrotic damage equal At 13th level, secrets held by death no longer elude you. You
to your Sneak Attack damage. Soulless creatures can cast the spell speak with dead an amount of times equal
automatically succeed on the saving throw. to your Charisma modifier (minimum 1), regaining all uses
when you finish a long rest.
The creature may repeat the saving throw at the end of
each of its turns. Succeeding on the saving throw, falling Furthermore, you may rip the face from a humanoid corpse
unconscious, or having its hit points reduced to 0, will all as an action, taking it as your own for 24 hours or until you
result in the creature returning to the plane it was on prior to choose to dismiss the effect. While wearing another
this effect. creatures face, your ruse is indiscernible to the casual
observer. If a wary creature suspects something is amiss, you
You must finish a short or long rest before you can use this have advantage on any Charisma (Deception) checks relating
part of the feature again. to your appearance.
Alternatively, you can use this feature to force a creature
whom is possessing another to be purged from the host's
body. You can use your action to force a possessing creature
within reach to make a Charisma saving throw (DC = 8 +
your proficiency bonus + your Charisma modifier). Upon
failure, the creature is ejected into an unoccupied adjacent
space within 5 feet and takes force damage equal to your
Sneak Attack damage.
Possession When your possession ends, the targeted creature becomes
immune to it for 24 hours, you deal your Sneak Attack
At 17th level, through observation and experience you've damage as necrotic damage to the creature, and you
adapted the ghostly ability to tether your own soul to reappear in an unoccupied space within 5 feet of the
another's body. While ethereal, you can use your action to creature.
possess a creature you can see within 5 feet of you. The
targeted creature must succeed on a Charisma saving throw You must complete a short or long rest before you can use
(DC = 8 + your proficiency bonus + your Charisma modifier) this feature again.
or be possessed by you; you then disappear, and the target is
incapacitated and loses control of its body. You now control Credits
the body of the creature but this doesn't deprive the target of
awareness. Created by Anthony Vallozzi, you can contact me
on reddit as /u/ch33ri000z. You can find my work
You can't be targeted by any attack, spell, or other effect, and follow me for updates at gmbinder.com.
and you retain your alignment, Intelligence, Wisdom,
Charisma, and any mental resistance or immunity (such as Special thanks to everyone in the Discord of
immunity to charm effects). You otherwise gain the possessed Many Things who assisted with so much, especially
target's statistics, but don't gain access to the target's @Caim who helped reimagine the Severance
knowledge, class features, or proficiencies. When the feature.
possessed creature receives damage or healing from any
source, you receive an equal amount. Soulless creatures Art in Order of Appearance
automatically succeed on the saving throw.
"Face Reaper" by JinMengYuan Shi
A creature possessed may repeat the saving throw to "Jace's Illusion Squad" by WotC artist Victor Adame
regain control of its body at the start of each of your following
turns. If the creature fails its saving throw three times, the
possession lasts until the body of the creature drops to 0 hit
points, you end it as a bonus action, or the possessed
creature is targeted by the dispel evil and good spell. If the
creature succeeds on its saving throw three times, the
possession ends.
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